Quirin Adventure #1: Nrasra's Death is a short adventure for 10th-level characters from GMC. The zipped file is just under four megabytes in size, and contains PDFs of the adventure, and of a printer-friendly version. The main file is nineteen pages long, including a page each for the front and back covers, a page for the table of contents, and one for the OGL.

There's a fair amount of art in this product. The covers are both done with mild colors, and the table of contents has a tan background. The map for the GM is in color and is marked with encounter tags, whereas the player's version of the map is black and white and has no markings. Several black and white pictures are scattered throughout also. The printer-friendly version of the product eliminates the maps, covers, and illustrations, though the boxed text is still bluish-grey.

Nrasra's Death is about, naturally, the death of Nrasra. A cranky old sorcerer, Nrasra wanted to crossbreed magical creatures, and was trying to do so out in the woods when he died of old age. The bindings on his monsters wore off shortly after that, and now they're in the Woods of Amaran, terrorizing people crossing through and nearby. The nearest town wants someone to get rid of these monsters, and the PCs are just the ones to do it.

This adventure has everything you'd expect from GMC, with detailed notes on adapting each encounter for various PC levels, character hooks, information about what PCs might know about the Woods, as well as an appendix with a pair of new magic items, and full statistics for all of the creatures and NPCs (including Nrasra himself, though given that he died of natural causes he couldn't be brought back even if the PCs were inclined to do so).

Ultimately, Nrasra's Death is a springboard to further adventures. The slaying of the monsters, and even finding Nrasra's tower, are largely backdrops to meeting the ghost druid Drusil. From him, the PCs can get hints which lead to bigger adventures (not coincidentally, these are fleshed out more in further GMC products). While that works well to form a campaign, it somewhat hurts this product's ability to stand on its own. Remove that one key encounter, and your characters are essentially just killing things for profit. Still, it's easy enough to have that singular encounter lead wherever you need it to, so that isn't really a fault. Ultimately, Nrasra's Death makes a great jumping-off point for a higher-level campaign.
<br><br>
<b>LIKED</b>: This adventure seems simplistic, but serves very well as a starting point for a new campaign at the higher-levels. <br><br><b>DISLIKED</b>: Minus the single pertinent encounter, this is a pretty bare-bones adventure, with the PCs just being tasked to kill some dangerous monsters.<br><br><b>QUALITY</b>: Very Good<br><br><b>VALUE</b>: Satisfied<br>

Nrasra?s Death is the first in the series of Quirin Adventures by GMC. It is a very short adventure designed by Christian Janke. The adventure is designed for fourth tenth level character. The PDF is not very large only being thirteen pages long. The PDF is fully book marked and has pretty good art. The layout is okay, there is a biut of white space here and there that could have been dealt with. The cartography is basic and the lettering they use on it is not the best. There is color on the four of the thirteen pages, but only of those the map is really needed to be printed out. The organization of the material is not the good as the first detailed encounters are actually in the middle of the adventure so unless the party teleports to the middle other encounters would happen first.
The adventure is pretty basic and not that creative. There is a stretch of road that has become dangerous. The party is hired to figure this all out and clear the obstacles making it safe. While the encounters are tough enough to warrant a tenth level party the plot itself is one I expect to see for lower level groups. The group then walks the road and some off the road, encounters many of the creatures that make this place dangerous and should with ease figure out what happened. It is rather straightforward and easy to run module which is a good thing.
However, the module does not have everything to make it easy. For instance there are no monster stat blocks. The hit points of the creatures are listed but for the rest of the monster?s abilities one needs to have a Monster Manual or access to the SRD. I prefer to have the creatures stated in the adventure or at the very least in an appendix. It is easier to run a module that way. There are two NPCs stated in an appendix. One is of a ghost that the party probably will not fight or need stated out and the other is of Nrasra who one can deduce by the title of the module is dead. I have no idea why they included the stats of a dead NPC in the adventure. The toad familiar of the Sorcerer who I did not even read anything about in the module is fully stated out as well.
The Module does have some nice character hooks to get the characters to go on the adventure. It lists a few spells that would prove useful in the adventure that the DM might want the PCs to have access to. There is a some good background info though more would have been useful. At the end it does list PC rewards and ideas for further adventures and things that can develop out of this.
The module is a nice straightforward site based adventure. The players can go from encounter to encounter at any order and solve the little mystery that is there. There are a pair of new magical items in the modules that are inventions of the sorcerer as well. But while there are some good points to the module it just does not do enough to allow me to recommend it. There are better modules for tenth level characters on the market.

<br><br>
<b>LIKED</b>: Straight forward site adventure with nice hooks and ways to continue the adventure<br><br><b>DISLIKED</b>: no monster stat blocks, stat blocks of NPcs that do not matter, and not that interesting plot especially for character of 10th level<br><br><b>QUALITY</b>: Disappointing<br><br><b>VALUE</b>: Disappointed<br>